I talked yesterday to someone who had a really good opinion about those rules.
And one big importand topic was how they are written down. Too much informations and things which dosen't need to be mentioned in rules are written down as ziin said before, too. And I agreed with it, so I made a draft for now to show it to you guys.
Reason is pretty easy. Obviously things dosen't need to be mentioned, this would be more like an mapping guide then. Also the obviously things can be mentioned as mods in the maps itself. Tell me if something is still too long or you have an opinion about this, please.
Here you have the short version of he rules for now:
And one big importand topic was how they are written down. Too much informations and things which dosen't need to be mentioned in rules are written down as ziin said before, too. And I agreed with it, so I made a draft for now to show it to you guys.
Reason is pretty easy. Obviously things dosen't need to be mentioned, this would be more like an mapping guide then. Also the obviously things can be mentioned as mods in the maps itself. Tell me if something is still too long or you have an opinion about this, please.
Here you have the short version of he rules for now:
SPOILER
Taiko Rankability Rules and Guidelines (Short and clear version)
Rules - You may not break these ever
- Diff. Name
Discourage diff. names are not allowed.
- Difficulty Settings and Song Setup
Overall Difficulty and HP Drain Rate: 4~7
OD and HP in marathon-kind maps: 1~4
(Circle Size and Aproach Rate have no effect in Taiko)
- Countdown
Don't use countdown on a taiko specific map. If the notes start too quickly, add a lead-in time.
- Finish Notes
Not allowed to use at the beginning or in the middle of a stream.
End of stream is allowed in following cases: xxxxxxxxO, xxxxooooX, xxooxxooX
- Kiai Time
Use the kiai time just in the choruses of a song. Do not use short "flashes" of kiai like you might use in an osu! standard map.
- Rest Moments
Every specific Taiko diff. need to include rest moments. This means to avoid the use of constantly 1/4 notes and add some 1/1 moments.
- Custom Hitbursts
It is not allowed to assign custom hitbursts to a taiko map.
Guidelines - Under special circumstances these may be broken
- Slider Velocity
The Slider Velocitys, 1.40 and 1.60 must be used.
- Note Streams
For the majority of maps, only 1/1, 1/2 or 1/4 beat note streams should be used. 1/3 and 1/6 should be added only when there's a similiar beat in the musik while 1/8 is generaly forbidden.
Information: Adding own 1/3 or 1/6 into the map is just recommended for experienced mappers.
Below is a visual example of 4 notes in a 1/6 under 1.4 slider velocity:
- BPM Changes
Unnecessary BPM changes are not allowed unless the song has a relatively low BPM.
Overlapping notes are not allowed, too, unless the song has a suitable changing BPM part for this with no complex streams.
When changing BPM it is advisable to use the method or fixing it with useing a series of slowing slider velocity sections:
Note in the example above that multiple slider velocities are used to show a visual slowdown of notes, without the 0.5 section being "overlapped" by the final note preceding it.
- Drumrolls(Sliders)
Use sparingly within a map and keep a 1/2 beat space between them and any other object.
Try not to put sliders one after each other - 2 or 3 in a row may be acceptable in some cases.
Don't use sliders for 125 BPM songs or lower since it gives 1/8 rills, and probably most songs dosen't contain 1/8 beats.
Not suggested to use them in quite sections because slider = 1/4 streams
- Spinner
Leave at least a 1/2 beat between a note and a spinner. Using them on 1/4, 1/6 or 1/8 streams may be okay.
Short spinners are not recommended because it's loud and distracts players.
- Breaks
Break sections are not allowed and should be artificially removed from .osu.
- Custom Hitsounds and Volume
Don't use them in taiko specific maps. Keep volume at a consistent level (e.g. 80%) in keeping with the song throughout all timing sections, with the beat still somewhat audible.
The generel audio use is be ,,Normal".
Recommendations - These are recommended but not fully necessary
- Custom combo colours
Custom combo colours do not really matter to taiko as they will be overridden in actual gameplay. The case is the same with combo numbering, but you may wish to use the numbering to mark out red/blue notes visually within edit mode (assuming no custom colours have been set), this would make modding for other people easier and could make mapping easier:
- Reasonable hitobject-placement
Hitobject placements dosen't really matter to taiko, too, since the hitcircles are automatically converted into the one and only x-axis, but you may wish to use it in an organized way: